Post
Making the room after the fight almost as stressful as the fight itself.
Reward room tension comes from choices between healing, power, currency, risk, keys, or future options. A good reward room does not simply pay the player; it asks what kind of problem the run is becoming.
Example
Slay the Spire campfires split upgrade and healing pressure. Hades room doors force players to choose gods, currency, hearts, boons, or shops before seeing the exact outcome.
Why it matters
Reward tension matters because roguelikes rely on the space between fights to create strategy, regret, and anticipation.
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